Update 2024-09-20 to SDL version
Folks, An updated version of SDL Fractint has been uploaded to www.fractint.net. Fixes include: Fixed the issue with disappearing key strokes. Fixed integer version of inverse julia in a 64-bit system. Addressed code that assumed the long integer type was 4 bytes when converting to/from the float type. Increased color cycling speed to more closely match DOS version. Fixed Plasma Fractal Type broken when startup routines were re-arranged. Look in the directory at: https://www.fractint.net/ftp/experimental/ For: Windows version (32-bit) is: SDL2-fractint-20.05alpha-2024-09-20.zip Pre-compiled 64-bit Linux version is: SDL2-Xfractint-20.05alpha-2024-09-20.tar.xz Jonathan
Hi Jonathan, In article <dd5041b270a397404d4c7d348db89ca5ef895b33.camel@mediacombb.net>, Jonathan Osuch <osuchj@mediacombb.net> writes:
An updated version of SDL Fractint has been uploaded to www.fractint.net.
Where's the source code? I don't see it in your svn server and I don't see any source packages on the ftp directories. -- Richard -- "The Direct3D Graphics Pipeline" free book <http://tinyurl.com/d3d-pipeline> The Terminals Wiki <http://terminals-wiki.org> The Computer Graphics Museum <http://ComputerGraphicsMuseum.org> Legalize Adulthood! (my blog) <http://LegalizeAdulthood.wordpress.com>
Richard,
Where's the source code? I don't see it in your svn server and I don't see any source packages on the ftp directories.
Look at: https://svn.fractint.net/branches/ssg/sdl/ Jonathan
In article <513a40ce70d15560eea67493138fb4abcba18da1.camel@mediacombb.net>, Jonathan Osuch <osuchj@mediacombb.net> writes:
Thanks! -- "The Direct3D Graphics Pipeline" free book <http://tinyurl.com/d3d-pipeline> The Terminals Wiki <http://terminals-wiki.org> The Computer Graphics Museum <http://ComputerGraphicsMuseum.org> Legalize Adulthood! (my blog) <http://LegalizeAdulthood.wordpress.com>
Hi Jonathan, In article <513a40ce70d15560eea67493138fb4abcba18da1.camel@mediacombb.net>, Jonathan Osuch <osuchj@mediacombb.net> writes:
I was going to steal -- with credit :) -- the sdl_snd.c file, because I noticed the 'biddle-dee-beep' complete noise on the SDL port when it finished the image. However, it looks like you didn't implement the orbit sound support completely? What were your ideas on that? I've been hunting around for a library that is a software OPL3 implementation (i.e. soundblaster) but I haven't found a decent one yet. I think most people are writing their own software synth that produces samples in a buffer for playback. Thanks, -- Richard -- "The Direct3D Graphics Pipeline" free book <http://tinyurl.com/d3d-pipeline> The Terminals Wiki <http://terminals-wiki.org> The Computer Graphics Museum <http://ComputerGraphicsMuseum.org> Legalize Adulthood! (my blog) <http://LegalizeAdulthood.wordpress.com>
On Thu, 2024-09-26 at 09:37 -0600, Richard wrote:
I was going to steal -- with credit :) -- the sdl_snd.c file, because I noticed the 'biddle-dee-beep' complete noise on the SDL port when it finished the image. However, it looks like you didn't implement the orbit sound support completely? What were your ideas on that?
Feel free to use whatever you can. It isn't particularly elegant. After getting the basic beeps to work, I thought about implementing attack, sustain, decay, and release for multiple channels (voices) at the same time. SDL is set up for streaming audio, not what we have in mind. A big loop with a lot of if-then statements should work. I got burned out. You did get me looking at how sound was implemented in SDL3. It looks like this code will break. This is not unexpected. I had the same problem going from SDL1.2 to SDL 2. It should help that SDL3 has a nano-second delay function.
I've been hunting around for a library that is a software OPL3 implementation (i.e. soundblaster) but I haven't found a decent one yet. I think most people are writing their own software synth that produces samples in a buffer for playback.
Yeah, that has made sound implementation painful. Jonathan
participants (2)
-
Jonathan Osuch -
Richard